Forum Replies Created

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  • it looks like the displacement map yes (that’s the usual result unless the map is higher res and even then it depends on how close you get to the surface with a camera) and the bottom looks normal too, with that flat a surface the light would have to be at just the right angle to reflect into the camera and it’s probably not.

    If you want a slightly domed surface for each tile and it needs to be smooth you might want to consider Subdivision surfaces

  • Brian Jones

    July 21, 2016 at 9:27 pm in reply to: bodypainting over material

    don’t use the wizard. If you move to the BP 3D Paint layout you won’t be able to paint directly until you move to the Materials tab (lower-right) and click on the ‘X’ in the colour layer (assuming that’s what you want to paint on. You can add layers, add channels etc. etc.

  • Brian Jones

    July 20, 2016 at 7:52 pm in reply to: C4D Team Render / Shader Effector Problem

    maybe try turning off ‘Clients Get Assets on Demand’ (so assets are distributed at the start – needs enough memory) and ‘Peer-To-Peer Asset Distribution’ (so all the assets come from the server/originating machine) but that’s just a guess

  • Brian Jones

    July 18, 2016 at 11:40 pm in reply to: Hair Issues when rendering.

    perhaps you’ve fixed it already… I haven’t seen anything quite like that but without seeing the scene file I’d look at the suit (anything with a hair collider tag and make sure all the normals are facing outward, bounce and friction are set to zero (well bounce for sure) in the collider tag to start

  • put all the objects into a Fracture object (which treats all the objects which are it’s children as clones – Fracture Object/Object/Mode = Straight (which is the default)) then apply the Random Effector to that.

  • I think the only way (if I’m understanding) is to make it a single skinned object. Booles for holes are not a problem, embedded objects are a more troublesome but if you take your embedded objects and use a Boole in A Union B mode (with the main building) then probably make the whole thing editable with the Current State to Object command

  • Brian Jones

    July 14, 2016 at 2:47 pm in reply to: Make objects invisible to sky light

    you might be able to use a Custom Sun Object and control includes and excludes with that but perhaps it’s as easy as getting rid of the specular (Reflectance) in your material with the video footage

  • Brian Jones

    July 12, 2016 at 6:21 pm in reply to: Sweep nurbs just do not work the way it should

    the Z-axis of the swept spline is used for orientation

  • xrefs would be one choice

  • Brian Jones

    July 11, 2016 at 3:15 am in reply to: Few questions about materials and dynamics

    1. sounds like MultiShader is what you want but since you say it’s not… have to see more of the file or images or something

    2. it’s doable with dynamics but it does take knowledge of what settings (that’s just practice) are going to work for friction/bounce/collision noise etc. And as you say once an object is dynamic it’s run by dynamics but you can animate stuff by keyframe then switch dynamics on later. You can also turn dynamics off and it will return to it’s old position using the Dynamics Transition… and you can blend dynamics and keyframe animation using the Follow Position/Follow Rotation settings in the Force tab.

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